LARP Rules
(Part One)
by
Patrick O'Duffy
These rules are intended as an unofficial companion to In Nomine. You'll need a copy of the rulebook to make sense of the details and various power-ups. These rules only cover the basic IN rulebook - maybe we can handle the supplements in a later edition.
Contents
BASIC MECHANICS The basic principle in determining the success/failure of actions is simple. Compare your appropriate Force to your opponent's appropriate Force. Highest Force wins. Ties are exactly that - neither party wins. If the task doesn't involve an opponent (such as picking a lock), the character compares their appropriate Force to a GM-assigned difficulty. The player wins ties in such a situation. Obviously things get a bit more complicated than that, but that's the core mechanic. No check digits - a character's Forces not only determine their chance of success, but how well they do what they want to do. Not realistic, but it is simple. One last thing. If possible, encourage all players to determine task resolution by roleplaying, not using the rules. It's faster, more fun, and is less likely to require effort on the part of the GM. Only go to the rules if players can't agree on an outcome.
COMPLICATIONS
Since Forces only range from 1-6, there obviously has to be a way to increase the odds. This is where Skills and Essence come into play. Skills (see CHARACTER CREATION section) effectively double a character's Forces for an appropriate task. For instance, if a character has 4 Ethereal Forces and the Lockpicking skill, they could pick any lock up to Very Hard difficulty. All characters have a degree of Essence, generally equal to their total Forces. At any time, they can spend as much Essence as they like, to increase their Forces for the performance of one Task. For instance, a character with 4 Ethereal Forces attempting to pick a Very hard lock could spend 4 Essence in order to succeed. The bonus for spending Essence is added after the doubling for possessing the necessary Skill. Essence spent increases the character's Forces for only one task. If a task is opposed, the "acting" character announces how much Essence he is spending and what his total Forces are. The opposing character may then spend Essence to raise his own Forces. Then the acting character may raise his as well, and so on until one player refuses to spend further Essence. Normal mortals have restrictions on how they may spend their Essence. Their Essence can only be spent all at once, on something the player feels is critical. Essence expenditure does not cause Disturbance in this version of IN.
CHARACTER CREATION Player Characters get an amount of Forces, just as they would in tabletop. These are divided between the 3 categories, with a minimum of 1 Force per category.
The character then gets a number of Resources equal to their Forces (e.g. an Angel would get 9 Resources). These correspond to the Resource types for the tabletop game, with some modifications. The main modification is that this version is more heavily quantified than tabletop. You don't generally have varying levels of a Resource - you either have it or you don't. The character has a number of Body Hits equal to their Corporeal Forces (plus any Vessel levels). Mind and Soul Hits aren't (generally) used in this version of IN. Celestial characters also have their Resonance, as well as Attunements. These are covered in the CELESTIAL POWERS and the SUPERIORS section. Choir/Band Attunements cost 1 Resource, while Superior Attunements cost 2 Resources.
ARTIFACTS Ethereal Artifacts cost 2 Resources. They give the player a Skill to use as their own. If the player doesn't possess the skill, this doubles their Forces as usual. If they already know the Skill, it triples their effective Forces. The owner is also attuned to the Artifact as above, but bases the effect on their Ethereal Forces. Celestial Artifacts cost 3 Resources. They are divided into Relics and Reliquaries. The owner is attuned to the Artifact as above, but bases the effect on their Celestial Forces.
Some Artifacts have special or unique abilities. The cost of these Artifacts should be determined by the GM (as a rule of thumb, 4 character points=1 LARP Resource).
ROLES Status is not used in this version of IN. Most characters will have a status defined by their background and should roleplay accordingly.
SERVANT A normal human as a servant costs 1 Resource. This character must be played by another player in the LARP. They are independent creatures, and can refuse orders from their "master" if they have good reason. Alternatively, 1 Resource will also buy a loyal and obedient minor creature (such as an animal or Imp). They will obey all instructions, but since they are not played by another person, a GM will control/represent the creature and decide how effective it is in fulfilling its orders. A loyal human costs 2 Resources. This character will obey almost all orders from its "master", short of actions that go directly against its principles. Even in this instance, the "master" can attempt to force the Servant to obey through roleplay. For 2 Resources, the player can also have a Soldier or Undead as a servant. This servant can resist orders as above. For 3 Resources, the player can have a loyal Soldier or Undead as a servant.
SKILLS Corporeal: Acrobatics, Climbing, Dodge, Fighting, Large Weapons (covers use of all large weapons), Move Silently. Ethereal: Chemistry, Computer Operation, Electronics, Engineering, Knowledge, Language, Lockpicking, Medicine, Ranged Weapons (covers use of all ranged weapons), Small Weapons (covers use of all small weapons). The following Skills are based off either Corporeal or Ethereal Forces (player's preference): Escape, Throwing. These are mainly the Skills that have some utility in the LARP environment. Characters may have skills that are effective only outside LARPs if they wish (and have permission). These do not cost any Resources, but their use must be worked out with a GM.
SONGS Each version of a Song (Corporeal, Ethereal, Celestial) costs 1 Resource. The character knows the Song well enough to perform it quickly, with only a mental invocation. If they spend a full minute (real time) doing nothing but invoking the Song, they increase their effective Forces by 1 for the Song's effects.
VESSELS
DISCORD CORPOREAL
ETHEREAL
CELESTIAL
DISTURBANCE This version uses a grossly simplified version of Disturbance, to avoid the need for characters to carry noisemakers or have the GM's head explode. Disturbance can only be heard by Celestially aware characters (Celestials, Undead, Soldiers, etc.), and can be divided into 4 categories:
Varying actions cause varying levels of Disturbance. Spending Essence does not cause Disturbance in this version of IN. The Disturbance caused by a Song depends on the Song (see SONGS). Doing 1 Hit of damage to a person or object is Audible. Doing multiple Hits at once or destroying an object/animal is Loud. Killing a human is Raucous. Once the Disturbance level is determined, the GMs inform all the characters who heard the noise (as subtly as possible). Characters who hear a noise will know its general nature (Song, destruction, attunement) and what part of the play area it originated in. Pinning it down to the person involved will take effort on the player's part.
DISSONANCE Again, a very simple mechanic. Characters who act against their nature may recieve points of Dissonance. If they ever have more points than their Celestial Forces, they Fall. Characters can gain dissonance in a number of ways. Usually, it isn't in a way that others will notice (such as a Seraph lying). If a character knowingly acts in a Dissonant way, they should inform a GM and take a Dissonance point. No one can force a player to own up to Dissonance, but those who don't are lyin', cheatin', powergamin' weasels, and you needn't feel obligated to invite them back to your games. If a PC acts in an obviously dissonant way (such as a Mercurian headbutting a nun), the GM should award them a Dissonance point after the fact, in such a way that others don't know what's happening (to preserve secrecy). If a PC is caught out hiding their Dissonant acts (such as a Seraph being caught out in a lie), the GM should talk to them afterwards while giving them their Dissonance points. If it's a case of ignorance, fair enough. If the player's a weasel, give them extra Dissonance for attempting to cover up their sins. [And don't invite the fuckin' weasel back - Kevin.] Certain types of Discord will increase the chance of certain Celestials Falling. These Discords are:
If a character has the appropriate Discord, they have a point of "permanent" Dissonance, that can only be lost if they lose the Discord. Characters can transform Dissonance into Discord during Downtime. This erases all Dissonance points (except those linked to a Discord as above), and inflicts a Discord upon the character. This can only be done with GM permission, and the Discord taken should be decided jointly between the GM and the player. The largely cosmetic Corporeal Discords (such as Obese) are less punishing - a character must take 2 of these to erase their Dissonance (or take 1 to cancel 1 point of Dissonance).
COMBAT These rules de-emphasize combat, since live-action fights aren't that interesting. If possible, players should be able to simply agree on the effects of a fight, without recourse to rules, damage or GM intervention. Encourage this attitude in the players. If a fight scene goes to rules, resolve it as a single task check (no rounds or suchlike), with both/all combatants having a chance to damage their opponent. Each character counts as an "attacker" and a "defender". The "attacker" compares their Corporeal Forces with those of the "defender". The attacker can use skills such as Fighting or weapon skills to increase their Forces. The defender can use the Dodge skill (or Acrobatics in a close range fight). If the attacker's Forces are greater than the defender's, the defender takes 1 Body Hit of damage. If the attacker's Forces are much higher - 4 or more Forces difference - the defender takes 2 Body Hits. Use of a powerful weapon (claymore, shotgun, bazooka) will inflict an extra point of damage. That's it. Combat's over. If the participants are dead keen to keep it up until one of them is dead, let them keep going. But generally combats will end with one or both parties slinking off to nurse their wounds. Characters have Body Hits equal to their Corporeal Forces (plus any Vessel levels). If they fall to 0 Hits, they are unconscious, but will recover in 5-10 minutes with aid (but will still have 0 Hits). If a character's Hits fall to a negative value, they are dead. Discourage players from killing other players if at all possible, since it reduces fun. Even though a dead Celestial can return next session, it still means they have nothing to do for the rest of the current game.
OTHER CHANGES Due to the constraints of petty reality, almost all IN LARPS take place solely on the Corporeal Plane. Celestial characters cannot assume their Celestial Forms, and powers based on Mind or Soul Hits are not used. Assume that in this version, Celestial Forms can only be assumed while in a Tether - unless the game is set in a Tether, in which case assume that going Celestial takes far too long a period of time to be practical. For the advanced student, you could set a game in the Marches, Heaven or Hell. This wouldn't change things much (apart from hopefully increasing the standard of costuming), but would be interesting. In such an instance, drop Body Hits and replace them with Hits equal to the appropriate Force (Vessels have no effect). Characters may not summon their Superiors in this version of IN - unless such a summoning is part of a plot and done with the GM's permission. This would cause a Racuous Disturbance, and the further effects would be for the GM to determine (for instance, all the Demon's heads explode. Game over).
EXPERIENCE Award players 1 Experience point if they show up and participate - hanging around on the sidelines and not interacting means you get no experience. Award an extra point to players who increase the level of fun for the group, whether through coming up with plots, terific roleplaying, buying all the drinks or something similar. During downtime, players can use XP to buy Resources, increase their Forces or remove Discord (with GM permission). Every 4 XP will buy 1 Resource, or remove 1 Discord. For 10 XP, a player can increase one of their Forces by one (and increase their maximum Essence to match). Dissonance can only be reduced by converting it into Discord and then removing the Discord. To keep this non-trivial, players who convert Dissonance into Discord cannot remove the Discord until they have played at least one session while suffering under the Discord. As another means of rewarding players, GMs can bestow Distinctions upon characters who they feel deserve the recognition (see SUPERIORS). |
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